Assembly

Discussion in 'Map Factory' started by The Political Gamer, May 31, 2009.

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  1. The Political Gamer

    aa The Political Gamer

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    plr_Assembly is the first of many Payload race maps for the TF2Maps.net [ame=http://forums.tf2maps.net/showthread.php?p=71293#post71293]contest.[/ame] The map is set in a assembly line in a factory. Look at my 5 minute sketch-up for more details. A1 will be up and running very soon!

     
    Last edited: Jul 29, 2009
  2. DaFatCat

    DaFatCat L3: Member

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    Not exactly the most detailed outline :p
     
  3. Walliard

    Walliard L1: Registered

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    Henry Ford would approve.
     
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  4. Connect_Four

    Connect_Four L2: Junior Member

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    Look at this rough sketch, I have a few concerns:

    -From what I have learned about plr and what I have witnessed in plr_pipeline, each cart should be fairly close to each other.
    -Stage 1: Paths should cross between both starting points, so that the final end isn't just who can win the ubercharge battle first.
    -Stage 2: Who ever wins the first minute or so of combat is at a large advantage, making a comeback for the losing team a difficult task.
    -Stage 3: The best stage, since both carts are rather close to each other and combat is intense

    I can picture the setting and so forth, very industrial with a lot of obstacles. Once I see some dev screenshots, I can better approximate the turn out of the map. Good Luck :)
     
  5. botboyx3

    botboyx3 L1: Registered

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    How do you plan to decide whether a player spawns at their start spawn or their opponent's goal spawn? It seems to me that if it was dependent on where your cart was then stage two would be nearly impossible and the others would be really annoying. If it was dependent on where your opponent's cart was then after the first few seconds it would turn into a standard payload map with whoever got farthest being the attacker. The only thing I could think of would be using a teleport to link the two spawns and let players chose; can that be used in the competition rules?
     
  6. Kronixx

    Kronixx L5: Dapper Member

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    I see your idea for the map, but in the spirit of PLR and the maps already using this game mode. May i suggest, or more offer my first thought when i saw your layout?

    I merely kept your basic shape but re-arranged the track paths and gave them colors so you knew which was going to be on what side. Might give you another idea perhaps, just tryin to throw in my 2 cents :)

    [​IMG]
     
  7. StoneFrog

    StoneFrog L6: Sharp Member

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    Relatively good layout (at least for its simplicity), I have a few suggestions:
    • Stage 1 would probably have a very interesting gameflow - offensive players should have access to a great deal of buildings and sideroutes so that they can ambush the other team from behind and sides. It'd be an interesting mixture of attacking and defending, unlike Pipeline which, due to the way the carts are always beside or pass one another, pretty much always just turns into a massive deathmatch "ring around the payload carts".
    • Stage 2 starts out a bit too tense. The carts should be a bit further away from one another, or at least there should be a barrier or something separating the two teams. It should NOT play out like the beginning of the Stage 3 of Pipeline.
    • Stage 2's tracks should converge somewhere down the path. Again, interesting gameplay flow. A switch from relatively segregated teams to a crossover, which will end the stage in close-quarters combat and a very frantic fight to the finish.
    • Stage 3 could do with some more variation (again I know this is just a rough layout of yours, but still). Having the two teams facing one another head-on is a tad boring, and unless you add lots of twists and turns, could turn into a very bad Sniper fest (imagine Snipers riding on top of their Payload carts shooting at once another as they meet in the center).

    It's a good start. I admire your work ethic and how quickly you seize a mapping idea, no matter how simple it may start, and work to bring it up to TF2 standards. :)
     
  8. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    I agree with this apart from stage one. It should cross earlier.
     
  9. Kronixx

    Kronixx L5: Dapper Member

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    yeah, a valid point i was just suggesting a cross of path wherever it ends up happening
     
  10. The Political Gamer

    aa The Political Gamer

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    *bump* Added pic for pre-Alpha 1.
    I timed it and it takes about 1:00 minute in Pipeline for the first stage and it takes 1:09.8 in Assembly. BTW this was done with a Scout on both.
     
    Last edited: Jun 2, 2009
  11. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    Dude, adopting a position of attack or defend is classic strategic situation. At D-Day did the Germans suddenly start to be the invaders?
     
  12. The Political Gamer

    aa The Political Gamer

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    The point of the map is NOT to do what everyone else is doing. Didn't you read my statement about Pipeline at the start of the thread?
     
  13. The Political Gamer

    aa The Political Gamer

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    *bump* New pre-alpha pics! See the first page for more info.
    Also. ;)
    [​IMG]
    Whats this!? A CP point in a PLR map! This is madness!
     
    Last edited: Jun 21, 2009
  14. The Political Gamer

    aa The Political Gamer

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    *bump*

    Expect A1 to be out for download by the end of Sunday.
     
  15. The Political Gamer

    aa The Political Gamer

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    Seeing how A1 will be out by Sunday I think it is time to drop one of the 3 bombshells of the map... THE CART!
    [​IMG]
    The other one has to do with the picture in Post #12.
    The 3rd and final has also to do with Post #12 but not in a way many would expect!
     
    Last edited: Jul 8, 2009
  16. Fearlezz

    Fearlezz L10: Glamorous Member

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    Oh yeah, thats gonna pwn
     
  17. Waif

    Waif L7: Fancy Member

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    ahhh.. But does it explode :p
    Jarate everywhere!!!
     
  18. pitto

    pitto L3: Member

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    It's a bomb cunningly disguised as a large jar of urine so the enemy wont realize it is a threat until the deadly nuclear explosion at the end :laugh:
     
  19. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    im sure theres some explosive contents in that as well.. theres no way a sniper could possibly piss that much :p

    Edit: yay 200th post! im a senior now...damn i feel old now
     
  20. The_Ulf

    The_Ulf L6: Sharp Member

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    Bahahahahahahaahaha! :laugh:
     
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